2024-10-14 09:36:19 -07:00
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[vertex shader]
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void main(float4 pos : POSITION, out float2 color_xy : COLOR0,
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out float2 color_zw : COLOR1, out float4 position : SV_POSITION)
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{
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position = pos;
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color_xy = float2(0.25, 0.5);
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color_zw = float2(0.75, 1.0);
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}
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[pixel shader]
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float4 main(float2 color_xy : COLOR0, float2 color_zw : COLOR1) : SV_TARGET
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{
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return float4(color_xy, color_zw);
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}
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[test]
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draw quad
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2024-10-09 06:21:00 -07:00
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probe(320, 240) rgba(0.25, 0.5, 0.75, 1.0)
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2024-10-14 09:36:19 -07:00
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2024-10-04 08:44:02 -07:00
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% Test handling of arrays in interface blocks
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[require]
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shader model >= 4.0
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shader model < 6.0
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2024-10-14 09:36:19 -07:00
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[input layout]
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2024-10-04 08:44:02 -07:00
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[vertex shader]
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// Rules:
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// 1. Arrays always start on .x
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// 2. When placing a scalar or vector, search through the allocated slots for space *vertically*
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// (So check if you can place at o1.y, then o2.y, o3.y before o1.z, o2.z, etc.)
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2024-10-18 23:24:34 -07:00
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// 3. Elements with different interpolation cannot share a slot.
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// 4. The first field of a struct is always aligned.
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2024-10-04 08:44:02 -07:00
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struct data
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{
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float4 position : SV_Position; // Should be placed in o0
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float array1[2] : ARRAY1; // Should be placed in o1.x, o2.x
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float3 array3[1] : ARRAY3; // Should be placed in o3.xyz
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float array4[2] : ARRAY4; // Should be placed in o4.x, o5.x
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nointerpolation float ndata : NDATA; // Should be placed in o6.x
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uint udata : UDATA; // Should be placed in o6.y
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float4 data1 : DATA1; // Should be placed in o7.xyzw
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float3 data2 : DATA2; // Should be placed in o1.yzw
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float2 data3 : DATA3; // Should be placed in o2.yz
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float data4 : DATA4; // Should be placed in o4.y
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float2 data5 : DATA5; // Should be placed in o5.yz
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float2 data6 : DATA6; // Should be placed in o4.zw
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float data7 : DATA7; // Should be placed in o2.w
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float2 data8 : DATA8; // Should be placed in o8.xy
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float data9 : DATA9; // Should be placed in o8.z (not o3.w)
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float data10 : DATA10; // Should be placed in o3.w
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};
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void main(uint id : SV_VertexID, out data output)
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{
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output.position = float4(id & 1 ? 3 : -1, id & 2 ? -3 : 1, 0, 1);
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output.array1[0] = 1.0;
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output.array1[1] = 2.0;
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output.array3[0] = float3(3.0, 4.0, 5.0);
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output.array4[0] = 6.0;
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output.array4[1] = 7.0;
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output.data1 = float4(8.0, 9.0, 10.0, 11.0);
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output.data2 = float3(12.0, 13.0, 14.0);
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output.data3 = float2(15.0, 16.0);
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output.data4 = 17.0;
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output.data5 = float2(18.0, 19.0);
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output.data6 = float2(20.0, 21.0);
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output.data7 = 22.0;
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output.data8 = float2(23.0, 24.0);
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output.data9 = 25.0;
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output.data10 = 26.0;
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output.ndata = 27.0;
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output.udata = 28;
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}
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[pixel shader]
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struct data
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{
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float4 position : SV_Position; // v0.xyzw
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float array1 : ARRAY1; // v1.x
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float3 data2 : DATA2; // v1.yzw
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float array2 : ARRAY2; // v2.x
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float2 data3 : DATA3; // v2.yz
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float data7 : DATA7; // v2.w
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float3 array3 : ARRAY3; // v3.xyz
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float data10 : DATA10; // v3.w
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float array4 : ARRAY4; // v4.x
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float data4 : DATA4; // v4.y
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float2 data6 : DATA6; // v4.zw
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float array5 : ARRAY5; // v5.x
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float2 data5 : DATA5; // v5.yz
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nointerpolation float ndata : NDATA; // v6.x
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uint udata : UDATA; // v6.y
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float4 data1 : DATA1; // v7.xyzw
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float2 data8 : DATA8; // v8.xy
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float data9 : DATA9; // v8.z
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};
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float4 main(data input) : SV_Target
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{
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switch (int(input.position.x))
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{
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case 1: return float4(input.array1, input.data2);
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case 2: return float4(input.array2, input.data3, input.data7);
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case 3: return float4(input.array3, input.data10);
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case 4: return float4(input.array4, input.data4, input.data6);
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case 5: return float4(input.array5, input.data5, 0);
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case 6: return float4(input.ndata, input.udata, 0, 0);
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case 7: return input.data1;
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case 8: return float4(input.data8, input.data9, 0);
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default: return 0;
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}
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}
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[test]
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2024-10-14 06:49:50 -07:00
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draw triangle list 3
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2024-09-25 12:48:00 -07:00
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probe (0, 0) rgba ( 0.0, 0.0, 0.0, 0.0)
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probe (1, 0) rgba ( 1.0, 12.0, 13.0, 14.0)
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probe (2, 0) rgba ( 2.0, 15.0, 16.0, 22.0)
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probe (3, 0) rgba ( 3.0, 4.0, 5.0, 26.0)
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probe (4, 0) rgba ( 6.0, 17.0, 20.0, 21.0)
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probe (5, 0) rgba ( 7.0, 18.0, 19.0, 0.0)
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probe (6, 0) rgba (27.0, 28.0, 0.0, 0.0)
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probe (7, 0) rgba ( 8.0, 9.0, 10.0, 11.0)
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probe (8, 0) rgba (23.0, 24.0, 25.0, 0.0)
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2024-10-14 13:33:32 -07:00
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[require]
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shader model >= 3.0
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[input layout]
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0 r32g32-float POSITION
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[vb 0]
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-1.0 -1.0
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-1.0 3.0
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3.0 -1.0
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[vertex shader]
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void main(float2 in_pos : POSITION, out float4 pos : SV_Position, out float4 color : COLOR)
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{
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pos = float4(in_pos, 0.0f, 1.0f);
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color = float4(1.0f, 2.0f, 3.0f, 4.0f);
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}
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[pixel shader]
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% The point of this test is to check that signature masks are handled correctly
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% when they are not contiguous, so we attempt reading only component .xw from
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% `color'. This happens when the shader is compiled by native, but not by us,
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% currently, so it's not very useful for the moment. I'm leaving it anyway
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% so that it either becomes useful when our HLSL compiler becomes more optimized
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% or can be eventually rewritten in assembly/bytecode when the shader runner
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% supports that.
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float4 main(float4 pos : SV_Position, float4 color : COLOR) : SV_Target
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{
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return float4(color.x, 10.0f, 11.0f, color.w);
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}
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[test]
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draw triangle list 3
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todo(sm<4) probe (0, 0) rgba (1.0, 10.0, 11.0, 4.0)
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